Game apparatus and method

ABSTRACT

A design game of creative investigation and fun. The invention includes corresponding game parts and means of using via manner of play to create designs using game pieces. Game parts include a plurality of game pieces, at least one indicator, and at least one container. Plurality of game pieces includes at least one game piece having a free-form shape. Game pieces are primarily usable independent of a substantially conforming backing board and interfitting elements. Players position game pieces on a playing area to create designs. Designs are primarily inspired by themes. Players can build on their ideas quickly with relatively little time to review and “fix” their designs. Players can share their designs with each other before creating a new design. An emission can accompany a design. Indicia can be used for themes, turn, timing, number of game parts, playing area, procedure, emission, and scoring. Game parts can be customized and supplemented. Game apparatus and method offers versatile manner of play for diversified and specific ages, abilities, and approaches. Game is preferably for ages five to ninety-nine.

RELATED APPLICATIONS

This application is a continuation-in-part of a provisional patent application for Festival Method, Apparatus, and Game: Ser. No. 61/062,806, filed Jan. 29, 2008; this application claims the priority date of the prior application.

FIELD OF THE INVENTION

The present invention relates to a puzzle design game and, more specifically, to a game involving creative investigation of shapes and themes.

BACKGROUND OF THE INVENTION

There are games available for building shapes into a complete whole but these are limited in their scope. Traditional puzzles provide shapes that fit together in only one combination of parts and rely on an interfitting system for play. Some variations include pieces fitting into recessed areas and pieces that emphasize three dimensions, while relying on similar methods of combination and connection. Tangrams limit playing pieces to simple geometric shapes and a specific number of pieces.

U.S. Pat. No. 4,298,200, issued to Maurice S. Kanbar, discloses a tangram game assembly citing the need for a game of creative adaptation, however the game is limited to geometric shapes and a certain number of playing pieces.

U.S. Pat. No. 6,027,117, issued to Melvin L. Goldberg, discloses a geometric and cryptographic puzzle citing the need for a hands-on puzzle combined with mental interaction, yet limited to predetermined shapes and sequences.

U.S. Pat. No. 5,067,714, issued to Leslie Rasberry, discloses a variable arrangement floral design jigsaw puzzle citing the need for a plurality of arrangements. However, the puzzle is limited to a system of inner and outer pieces.

U.S. Pat. No. 6,086,478, issued to Klitsner and Welch, discloses a hand-held voice game that cites the need for play with sound and interaction. However, the game operates without the benefit of puzzle and theme indicia, and while also emphasizing the process of elimination. Therefore, a new approach is needed to offer more creative arrangements of shapes.

It is therefore an object of the invention to offer a game apparatus and method for more creative arrangements of shapes.

It is another object of the invention to offer a game of fun and fellowship.

It is therefore another object of the invention to offer a game apparatus and method for more creative arrangements of shapes primarily usable independently of a substantially conforming backing board and interfitting elements.

It is therefore another object of the invention to offer a game design having a variety of game pieces, including free-form shapes.

It is another an object of the invention to offer a game design having a variety of game pieces, including free-form and geometric shapes.

It is therefore an object of the invention to offer a game apparatus and method having diversified game pieces, including the potential for a diversified number and variety of shapes, for creating diversified designs.

It is another object of the invention to offer corresponding game parts and associated indicia.

It is another object of the invention to offer emission application and apparatus.

It is another object of the invention to offer a game for diversified and specified ages, abilities, and approaches.

SUMMARY OF THE INVENTION

In accordance with the present invention, there is provided a game apparatus and method for creative investigation and fun. The invention includes corresponding game parts, and means of using game parts to create designs using game pieces. Game parts include a plurality of game pieces, at least one indicator, and at least one container. Plurality of game pieces includes at least one game piece having a free-form shape. Game pieces are primarily usable independent of a substantially conforming backing board and interfitting elements. Players position game pieces on their respective playing areas to create designs. Themes substantially inspire designs. Players can build on their ideas quickly with relatively little time to review and “fix” their designs. Players can share their designs with each other before creating a new design. An emission can accompany a design. Indicia can be used for theme, turn, timing, number of game parts used, emission, scoring, playing area, and procedure. Game parts can be customized and supplemented. Game apparatus and method can offer game parts and manners of play for diversified and specific ages, abilities, and approaches. Game is preferably for ages five to ninety-nine.

BRIEF DESCRIPTION OF THE DRAWINGS

A complete understanding of the present invention may be obtained by reference to the accompanying drawings, when considered in conjunction with the subsequent, detailed description, in which:

FIG. 1 is a perspective view of a game apparatus and method in accordance with the invention.

FIG. 2 is a perspective view of an indicator 31 and game indicator 51.

FIG. 3 is a top view of theme indicators 33.

FIG. 4 is a top view of a turn indicator 35.

FIG. 5 is a perspective view of emission indicator 39 and emission container 43.

FIG. 6 is a top view of a scoring indicator 41.

FIG. 7 is an in situ view of game parts 13

For purposes of clarity and brevity, like elements and components will bear the same designations and numberings throughout the FIGURES.

DESCRIPTION OF THE PREFERRED EMBODIMENT

In operation, the invention offers a game apparatus and method for creating design combinations through creative investigation of visual design, and can offer other sensory participation opportunities. The invention is based on the concept of improvisation as something that is created in the moment rather than being pre-planned. The improvisational nature of jazz music, shapes, and colors are inspiration for the game, and for the name, Jazzie! 11, which can be applied to a game apparatus and method, such as Jazzie! Game 11 of Creative Fun, Jazzie! Junior Game 11, and Jazzie! Pro Game 11.

A player positions game pieces 15 on a playing field 19 to create a design inspired by a theme. A game 11 can include singular and multiple designs. Players can build on their ideas quickly with relatively little time to review and “fix” their designs. A game 11 has a substantially puzzle method of operation in that game pieces 15 are combined to create a larger picture and to provide a solution, however, game pieces 15 do not require interfitting elements or a substantially conforming backing board for structure and positioning. There are unlimited possibilities for positioning game pieces 15 and adding new game parts 13 for new design exploration.

The invention is for recreational purposes, and may be regarded as educational and therapeutic because motor skills, art and music principles, and creative thinking skills are employed. For application purposes, the invention will subsequently be referred to as Game 11.

Generally, a Game 11 can have versatile manner of play actions, contents, and approaches for diversified or specific ages and abilities. Manner of play defines any aspect of Game 11 use, or means of using. Manner of play can be creative; artistic; recreational; educational; therapeutic; stage-oriented; level-oriented; family-oriented; age-appropriate; thematic; indicated, such as with theme, turn, timing, playing area, scoring, emission, and procedure; hierarchical; matching; optional, selective; pre-selected, directed, and sequential; such as numerical, introductory, junior, standard, intermediate, advanced, and professional. Manner of play can include choice of game parts 13, players, and procedure. Manner of play can include the game level appropriate for ages and abilities of players, number of players and respective teams, number of turns and rounds, which game parts 13 are to be used, and what indications to follow. Game 11 name can identify level and manner of play. Game parts 13 can be designed and fabricated to fit any age, ability, and manner of play, and can be fabricated as one or separate games accordingly.

Game 11 is preferably for ages five to ninety-nine. Any number of players can play, including solitaire, one-on-one, and larger teams. Teams can have any number of players, having at least two players per team. Players and teams will subsequently be referred to as player, as applicable.

FIG. 1 is a perspective view of a game apparatus and method in accordance with the invention. The invention includes corresponding game parts 13 having a plurality of game pieces 15, and at least one indicator 31 and one container 17, and means of using game parts 13 via manner of play to produce designs with shapes. Manner of play offers unlimited and versatile creative approaches to producing designs. Game parts 13 include a plurality of game pieces 15 acting as constituents for the creation of designs, at least one game piece 15 having a free-form 47 shape. Game pieces 15 are usable with each other, including being primarily usable independent of substantially conforming backing boards and interfitting elements, of which backing boards and interfitting elements primarily provide structural support and identify positioning. A free-form 47 shape can include but is not limited to amorphous, abstract, organic, conceptual, virtual, irregular, regular, figurative, biomorphic, partially geometric 45, conventional, unconventional, symmetric, and asymmetric. At least one shape is, and a plurality of shapes can, be free-form 47. A design can be of any nature, such as but not limited to abstract, symbolic, conceptual, virtual, realistic, relating to fantasy or dreams, and representational.

Game parts 13 correspond with each other via size, color, style, manner of play, fabrication, and use. Any suitably usable number of game parts 13 can be included and used. Game parts 13 are created, pre-fabricated or customized, to suitably correspond to other game parts 13 and can pertain to recognition, play, organization, and clean-up. A game part 13 can have any suitably multiple, shared, and reciprocating features, function, fabrication, and decoration. A game part 13 can be fabricated of any suitably natural, man-made, composite, and recycled material, such as but not limited to paper, fabric, metal, wood, stone, rubber, foam, reciprocal such as Velcro and felt, and plastic, and any usable surface 21, including but not limited to plastic coating and felt. A game part 13 can have any suitably rigid, flexible, bendable, multi-sided, electronic, digital, magnetic, stationary, moving, mechanical, reciprocal, sensory-related section, including a mechanism 28, such as a activation point, button, and switch. A game part 13 can have a code mark 27, including but not limited to an edge 25, line, surface 21, shape, design, color, pattern, symbol, word, picture, light, sound, texture, odor, liquid, number, and alphabet for corresponding and indicating. Customization can include but not limited to cutting, modifying, shaping, bending, scratching, layering, decorating, expanding, removing from a larger substance such as a sheet, recording, emitting, and transmitting. Tools can be included. Game parts 13 can be supplemented.

In the preferred embodiment, game pieces 15 are of multiple sets of free-form 47 and geometric 45 shapes having various sizes and a determining color per set, and housed together in game box package used as game piece 15 container 17 for play. At least five sets are suggested with at least forty game pieces 15 each. Game pieces 17 are fabricated of any suitably usable material of hand-held sizes, ranging from approximately coin-size to under a ten-inch length, and one, to five, millimeters thick. Other shapes can include but are not limited to letters, symbols, and recognizable concepts, such as but not limited to a star, and can be geometric 45, amorphous, abstract, organic, conceptual, virtual, irregular, regular, biomorphic, figurative, conventional, unconventional, symmetric, and asymmetric. In alternate embodiments, game pieces, having at least one free-form shape, can be of any size, thickness, number, shape, decoration, mix, and style.

In the preferred embodiment, players choose an equal number of game pieces 15 from any set of color, preferably at least five per player, and use all of their shapes each round. Teams use their game pieces 15 together. A game piece indicator 51 can be used to indicate number of game pieces 15 to be played. Variations can occur for alternate play. Some players may prefer using more game pieces to create more elaborate designs. Some players, such as younger ages, may want to select more or different game pieces 15 to create their designs without regard to how many were used and what game pieces 15 were first chosen. Game pieces 15 can be exchanged. Players and game parts 13 can rotate, such as having game piece 15 sets in separate containers 17 and rotating containers 17 after each turn. Variations, modifications, and customizations are possible because the concept of the game 11 works with any number of game pieces 13, players, manner of play, and game parts 15. Game 11 time can vary, an example may include: three themes may take an hour for four to five teams to create and share designs, and only thirty minutes for the same number of individual players. An instructor or player can lead teams and facilitate emissions.

A Game 11 includes at least one indicator and, preferably, a theme indicator 33, turn indicator 35, timing indicator 37, game piece indicator 51, and procedure indicator 61 for manner of play directions, including but not limited to rules, guidelines, and suggestions. Game parts 13 can include a playing area indicator 19 and scoring indicator 41 for clearer delineation of playing area and performance. At least one container 17 is included and can be, but is not limited to, packaging that houses a Game 11. A container 17 has at least one surface 21, and preferably having an angled form 22, and adequately locates and supports another game part 13, including those from the group: tangible and intangible, in a manner including but not limited to containing, holding, throwing, choosing, storing, housing, emitting, and transmitting. Its fabrication can include but is not limited to being separate, attached, and divided from itself or another game part 13, and having a corner. In the preferred embodiment, a container 17 can house game pieces 15 for storage and play, and other containers 17 can be suitably used to house other game parts 13 and emission. Emission can accompany play, and an emission indicator 39 and emission container 43 can be included. Emission can indicate advanced levels of interaction and ability for any age and can coordinate with scoring performance.

To play Game 11, individual or team players and playing area are determined. Play can begin with youngest player or name beginning closest to “Z” and can follow any suitable fashion determined. A playing area offers a surface 21 on which to position game parts 13, including but not limited to a table, floor, and playing area indicator 19. It is preferable for each player to have a playing area to be able to play simultaneously. Game pieces 15 are positioned on playing area in any suitably acceptable manner as deemed by user. Positioning can include, but is not limited to, placing game pieces 15 relatively adjacent to each other, relatively distant, stacked, separate, overlapping, nominally interfitting, and extending onto another playing area or beyond. Players can share playing areas and can build on each other's designs. Themes can substantially inspire designs, and one or more indicator 31 can activate play.

FIG. 2 is a perspective view of an indicator 31 and game indicator 51. Indicia is plural for indicator 31. Indicator 31 can indicate associated information and coding marks 27 for a plurality of game parts 13 and manner of play. Sections can delineate associated information. An indicator 31 has at least one surface 21 having at least one mark 27 for at least adequately indicating, such as relating, revealing, and transmitting, associated information via sensory means. A mark 27 can be at least one of the group, one-dimensional, two dimensional, three-dimensional, and four-dimensional, and can include but not be limited to, an alphabet, word, symbol, design, picture, number, sound, light, texture, odor, taste, position, code, edge, surface, line, shape, rhythm, music, vibration, movement, and signal. An indicator 31 can indicate at least one of an idea, inspiration, design, theme, turn, timing, scoring, emission, playing area, procedure, title, direction, rule, suggestion, guideline, selection, role, manner of play, playing level, play, and player, and can indicate a combination of information.

An indicator 31 can have a combination of indicating uses, and can be associated with any aspect of a Game 11. Associated information can be selected, including but not limited to drawn, such as from cards, positioned, such as on a polygonal form, and require movement, such as rolling, shaking, spinning, sliding, pushing, and lifting. Fabrication of an indicator 31 can include but not be limited to a substrate, card, list, tab, ball, polygonal form, spinner, screen, bulb, button, knob, and pointer, and can include a mechanism 28, such as that which moves. Fabrication can be of any suitable material, size, and style. Any number of indicators 31 can be used, and by any number of players and in any order. Indicator 31 can have a corresponding location for play and storage, such as a container 17. More than one coding mark 27 on a game part 13, such as a game indicator 51 having numbers to indicate game pieces 15 to be played and shapes indicating its purpose, can clarify and extend use.

FIG. 3 is a top view of theme indicators 33. A theme indicator 33, and a variation in FIG. 3 b, adequately indicates associated information via at least one sensory-related code mark 27 regarding at least one theme for offering a category, idea, and inspiration to a player on which to base the creation of a design. Theme can include a topic, subject, category, and sub-set, and examples can include, but are not limited to, noun, verb, adjective, adverb, emotion, sentence, phrase, pictograph, animal, vegetable, mineral, symbolic, mythological, concept, and other language form. A theme can be given, chosen, require guessing, and proclaimed. Any number, category, and variation of themes can be offered. Themes can have repetition, sequence, pattern, association, description, randomness, and customization. In the preferred embodiment, a theme indicator 33 is a substrate, such as a card fabricated of suitably resilient material, and includes at least one mark 27, such as one or more words, symbols, and pictures, to indicate at least one theme for play. In alternate embodiments, a theme indicator 33 can have any fabrication, style, and form for indicating purposes. Preferably, each player acquires a new theme per play from theme indicator 33, which can be chosen according to turn indication. Themes can be offered together, separately, or combined with other information, and can have corresponding marks 27 to associate with another related indicator 31, such as one for sub-sets.

FIG. 4 is a top view of a turn indicator 35. A turn indicator 35 primarily adequately indicates associated information via sensory-related code mark 27 regarding manner of play. A mechanism 28 can specify indication and activation. Game 11 can be played in turns and rounds. A “turn” refers to a player's chance to play. Players take turns activating a turn indicator 35, and the lead player is the one who has the current move. A “round” refers to all players getting a chance to play. The preferable manner of play includes every player having a turn in a round to choose theme and approach, based on use of a turn indicator 35, and for each player to use all of his or her game pieces 15 per turn. Any number of turns and rounds can be included. A turn and round can be timed and can be specified.

In the preferred embodiment, a turn indicator 35 is a substrate such as a card, and having a mechanism 28 that can be activated and moved, such as but not limited to a spinner, which can be adequately connected to substrate. A mark 27 can relate manner of play information, which can change according to turn indicator 35. In alternate embodiments, a turn indicator 35 can be of any fabrication, style, and form, including but not limited to curved, polygonal, auditory, digital, and having a signal.

In the preferred embodiment, manner of play includes but not limited to the following categories for creating singular and multiple designs: “Same Theme” (All players use same theme chosen by lead player), “Different Theme” (Lead player chooses a different theme for each player or team.), “Switch” (Player switch theme indicators 33), and “Story” (Designs follow a sequence that relate to each other based on lead theme). A story, poem, and related literary manner of play suggest designs follow a related line of thought. An example of a story is an all-terrain vehicle designed by one player, its driver designed by another player, and the driver's pet designed by a third player. Players take a theme indicator 33 accordingly. Improvisation can be included, such as by having a “guessing” round or choosing what to add based on theme of lead player during that turn.

To play a simple manner of play, which can be defined as the same theme, one player chooses a theme for inspiration, a theme indicator 33 can be used for such, and all players create designs based on the same theme. After the first player uses all of their game pieces 15, the countdown begins for the time remaining for other players to complete their designs. A timing indicator 37 can be set. Thirty to ninety seconds are recommended. Remaining players complete their designs by attempting to use all of their game pieces 15 before timing indicator 37 indicates end of play for that period. When time is up or when all players are finished, designs are shared before creating a new design. The player who finished first can share design first, and sharing can continue in this manner. Variably, each player can have a different theme where each player chooses a theme indicator 33 and positions game pieces 15 on their own playing area to create a design based on individual theme chosen. Another manner of play involves players switching theme indicators 33. Play options can be indicated using a turn indicator 35.

In the preferred embodiment for standard play, the lead player activates a turn indicator 35, preferably a spinner, indicating play manner to follow. Lead player relays manner of play to fellow players. Players choose theme indicators 33 according to spin. Theme indicators are preferably cards with major categories and sub-sets listed. For the “Same Theme,” the lead player chooses a theme card and sub-set, and all players use the same theme to create a design of their own. For the “Different Theme,” lead player chooses a theme card and then chooses a different sub-set from that same card for each player. (Different cards can be used for a variation.) For “Switch,” every player chooses a theme card and gives it to another player, and player who chose card can decide category. For “Story,” the lead player chooses a theme card and sub-set and other players have to create a design that relates to the lead. For this, the lead player can choose themes and subsets to carry the story. For another variation, a player can close eyes and choose from theme indicator 33 or use another indicator 31 to activate choice.

To continue with standard play, before designs are created, the lead player activates a game piece indicator 51, such as a polygonal form, to determine number of game pieces 15 to be used. Play begins for the turn. The first player to finish design first sets timing indicator 37 to give remaining players a set amount of time to finish their designs using all of their game pieces 15. Players using all of their game pieces 15 can earn extra points. When time is up, players share their designs and emissions. As players finish and wait for everyone to complete their designs, players can plan titles and other emissions. In the preferable embodiment, title and rhythm improvisations are both given after each design is completed, which can be used at end of game for a performance. An emission indicator 39 can be included in a similar manner to indicate play.

A timing indicator 37 (FIG. 7) indicates associated information via a sensory-related mark 27 about timing any part of a Game 11 and can include but not be limited to a watch, clock, particles, hand, number, bell, and egg timer. Time can be distinguished by use of game parts 13 and play, such as by choosing a new theme, emission, and scoring. A timing indicator 37 can be set to any amount of time, set at more than one interval, pre-set, accordingly set, and activated, such as via a mechanism 28. A timing indicator 37 can be fixed to indicate amount of time for the initial play period for each round, and can subsequently indicate amount of time left after first player finishes in order to allow time for other players to complete their designs. Any number and style of timing indicators 37 can be used and can provide information for different playing features, such as team sizes. In the preferred embodiment, a timing indicator 37 has at least one signal, such as to adequately notify the end of the play period for each theme.

FIG. 5 is a perspective view of an emission indicator 39 and emission container 43. An emission indicator 39 adequately indicates associated information via a sensory-related code mark 27 regarding emission, such as but not limited to delivery, emission container 43, manner of play, and timing. For a simple level of play, an emission indicator 39 can offer emission information regarding a basic act, such as clapping hands, stomping feet, rolling fingers on a surface 21 to make a noise, and offering a favorite word for a design created. An emission indicator 39 can be a theme indicator 33 having adequately appropriate marks 27. For variations or more advanced levels, emission can get more complex, and can include a plurality of suggestions, and use a separate emission indicator 39 and more complex emission container 43, such as an instrument or recorder.

An emission is something, preferably intangible, that is put forth with an action and object, including but not limited to a rhythm, improvisation, movement, language, sound, light, and title, and can be created with any suitable means. Emission can be a “rhythm improvisation.” Emission can represent an aspect of a design. Emission can be used as a game level and determined with manner of play chosen. Emission can be pre-stored, prepared, selected, altered, improvised, studied, rehearsed, and chosen from an existing source. Emission can be generated, created, and activated by any player, and can be shared at any time, at random, signaled, and planned moment. Players can take turns sharing emissions individually, collectively in groups, to a rhythm or melody, as instructed, or inspired. Players can take turns conducting, choreographing, leading, and performing emissions. Preferably, emission is emitted directly after design is shared with other players, and collectively shared with group after all designs are shown.

An emission container 43 can store and emit an emission, including but not limited to transmitting, recording, emitting, translating, storing, and interpreting an emission. Preferably, for standard and more advanced levels, each player can record his or her choice of emission on an emission container 43 for later use, as well as include an emission created with syllabic, word, and musical sounds, and movements. Game parts 13, indicia 31, and containers 43 can be of the following but not be limited to a jazz-machine, whistle, recorder, cd player, and other devices advancing with technology. An emission, emission indicator 39, and emission container 43 can share housing, feature, and function. An emission container 43 can include but is not limited to a player, instrument, recorder, bulb, music, liquid, reflection, texture, vibration, substrate, device, digital, electronic, mechanical, and moving mechanism 28. An emission indicator 39 and emission container 43 can be for individual and collective use. An emission indicator 39 and emission container 43 can be of at least hand-held size, and can be positioned planned and randomly, such as tumbling, throwing, spinning, rolling, and turning. An emission indicator 39 can be used to suggest and indicate the following but not be limited to title, sound, movement, light, literature as in story and poem, performance, improvisation, conducting, using the body, and using an emission container 43. Sharing can be done individually and in groups, and can be indicated. Players can offer emissions for another player. Emission can be a sound created by a player and repeated, such as a rumbling sound, as in what a vehicle might make. Sounds can be turned into a musical score, movements into dance, and words into poems and stories. Light can accompany such activity. Emission can be shared at any time during play, and preferably after each design and performed at end of play. Emissions can be created by, or recorded, with a device and repeated, such as using an emission container 43. Such manner of play can be chosen at beginning of game or indicated during play, such as indicated on a card, spinner, or polygonal form. For advanced and extreme levels, emission can involve more complex use of the arts. Disabilities are considered, and game parts 13 and emissions can have any sensory-related form most suitable for participation.

FIG. 6 is a top view of a scoring indicator 41. A scoring indicator 41, adequately indicates associated information via sensory-related mark 28 regarding performance and procedure. Scoring can coordinate with any level and manner of play. Player can be scored on any aspect of Game 11 and in any suitably coordinated approach, such as but not limited to number of game pieces 15 used, having specially marked game pieces 15, which player finishes first, and number of emissions. Preferably, game 11 creates an atmosphere of creative fun and fellowship, and scoring can indicate which player finishes first the most number of times, and first to conduct or choreograph a performance at the end of game, such as a “big band finale,” poetry, dance, and collaborative mix. To do so, players can take turns coordinating and signaling to players to share their emissions. Turns can be specified through scoring. Emissions and participation can change, such as for each new round and new leader. Emissions can be guessed, chosen, or selected at random in whole or part, such as a collection of music stored and emitted, to surprise players with a sound to accompany their designs. An improvisation can be shared without a specified leader. Players can guess design themes and choose emissions for other players. Scoring can use any suitable tallying system. An example: each player gets five points for finishing design in time, ten points if all game pieces are used, an extra five points for the player who finishes first, and ten points for including an emission. A substrate or container having a surface 21 and mark 27 can be used to indicate score with indication tools.

FIG. 7 is an in situ view of game parts 13. A playing area indicator 19 is shown under positioned game pieces 15. Regarding a playing area indicator 19 as shown in FIG. 5, each player can choose, use, and share a playing area, which can be indicated by a playing area indicator 19 to offer a substantially clear workspace and relatively unobstructed view of design. A playing area indicator 19 can be a game board. It can have a container 17 for holding game parts 13. In the preferred embodiment, a playing area indicator 19 is a relatively flexible substrate, such as paper, plastic, fabric, or felt, of solid neutral color for use under game pieces 15. In alternate embodiments, a playing area indicator 19 can be placed on perimeter of a playing area to indicate playing edge 25. Playing area indicator 19 can be fabricated of any suitably workable material, size, color, and decoration. A playing area indicator 19 having edge 25 definition can consist of a relatively flat surface 21, and can be made larger for use, including but not limited to unfolding, unrolling, and expanding. Game parts 13 can be positioned on a playing area and playing area indicator 19, including but not limited to gravity, magnet, suction, digital, electronic, static, pressure, grip, puncture, and reciprocal connector.

In alternate embodiments, Game approach, its apparatus and method, can be applied to other genres of music while remaining true to the scope of the concept, and named accordingly.

Since other modifications and changes varied to fit particular operating requirements and environments will be apparent to those skilled in the art, the invention is not considered limited to the example chosen for the purposes of disclosure, and covers all changes and modifications which do not constitute departures from the true spirit and scope of this invention.

Having thus described the invention, what is desired to be protected by Letters Patent is presented in the subsequently appended claims. 

1. A game apparatus and method for creating design combinations comprising: a) a plurality of game pieces acting as constituents for the creation of designs, at least one of said plurality of game pieces being of free-form shape, said game pieces being primarily usable independent of a substantially conforming backing board and interfitting elements; and b) at least one indicator for indicating associated information; and c) at least one container for containing at least one of said plurality of game pieces and said indicator; and d) means for using at least one of said plurality of game pieces, said indicator, and said container as defined by manner of play; whereby said game apparatus and method offers a creative approach to producing designs with shapes.
 2. A game apparatus and method in accordance with claim 1, wherein at least one of said plurality of game pieces comprises at least one of the group: free-form, shape, form, amorphous, abstract, representational, organic, biomorphic, conceptual, virtual, irregular, regular, natural, figurative, partially conventional, unconventional, symmetric, asymmetric, multi-sided, natural, man-made, composite, geometric, letter, number, code, and symbol.
 3. A game apparatus and method in accordance with claim 1, wherein at least one of said indicator for indicating associated information comprises at least one of the group: indicia, indicator, theme indicator, turn indicator, timing indicator, game piece indicator, emission indicator, emission device, playing area indicator, scoring indicator, and procedure indicator.
 4. A game apparatus and method in accordance with claim 1, wherein at least one of said container for containing at least one of said plurality of game pieces and said indicator comprises at least one of the group: game part container, game piece container, indicia container, indicator container, and emission container.
 5. A game apparatus and method in accordance with claim 1, wherein said means for using at least one of said plurality of game pieces, said indicator, and said container as defined by manner of play, said manner of play comprises at least one of the group: diversified ages; diversified abilities; diversified approaches; specified age; specified ability; specified approach; creative; artistic; music-oriented; puzzle; recreational; educational; therapeutic; stage-oriented; level-oriented; family-oriented; age-appropriate; selective; thematic; turn indicated; timing indicated; scoring indicated; hierarchical; sequential; matching; choice; according to players, direction, playing order, number of players, teams; procedure indicated; having emission; introductory; junior; standard; intermediate; advanced; professional; numerical; alphabetical; identifying; performance positioning; pre-determined; improvisational; exchangeable; sharing; rotating; variable; same, different, switch, story, and customize-able.
 6. A game apparatus and method for creating design combinations comprising: a) at least one of plurality of game pieces comprising at least one of the group: free-form, shape, form, amorphous, abstract, conceptual, representational, organic, biomorphic, partially geometric, conventional, unconventional, multi-sided, natural, figurative, recognizable concept, geometric, amorphous, abstract, organic, virtual, irregular, regular, biomorphic, conventional, unconventional, symmetric, asymmetric, man-made, composite, geometric, letter, number, code, and symbol. b) at least one indicator for indicating associated information comprising at least one of the group: indicia, indicator, theme indicator, turn indicator, timing indicator, game piece indicator, emission indicator, emission device, playing area indicator, scoring indicator, and procedure indicator. c) at least one container for containing at least one of said plurality of game pieces and said indicator comprising at least one of the group: game part container, game piece container, indicia container, indicator container, and emission container. d) manner of play comprising at least one of the group: diversified ages; diversified abilities; diversified approaches; specified age; specified ability; specified approach; creative; artistic; music-oriented; puzzle; recreational; educational; therapeutic; stage-oriented; level-oriented; family-oriented; age-appropriate; selective; thematic; turn indicated; timing indicated; scoring indicated; hierarchical; sequential; matching; choice; according to players, direction, playing order, number of players, teams; procedure indicated; having emission; introductory; junior; standard; intermediate; advanced; professional; numerical; alphabetical; identifying; positioning; pre-determined; improvisational; exchangeable; sharing; rotating; variable; same, different, switch, story, and customize-able. whereby said game apparatus and method offers a creative approach to producing designs with shapes.
 7. The game apparatus and method as recited in claim 6, further comprising: a design having at least one game piece having a free-form shape, said design being at least one from the group: abstract, organic, symbolic, conceptual, virtual, realistic, singular, representational, multiple, scene, sequential, story, poem, improvisational, and variable.
 8. The game apparatus and method as recited in claim 6, further comprising: a container containing at least one of the group: tangible, intangible, game part, game piece, indicator, container, theme, turn, timing, playing area, procedure, scoring, emission, and manner of play.
 9. The game apparatus and method as recited in claim 6, further comprising: an emission container, said emission container being at least one of the group: container, device, player, body, polygonal form, magnetic, recorder, object, store, generator, activator, signaler, emitter, translator, interpreter, house, light, sound, word, picture, substrate, separate, attached, divided, moveable, stationary, digital, instrumental, mechanical, and magnetic.
 10. The game apparatus and method as recited in claim 6, further comprising: an indicator for indicating at least one of the group: theme, turn, timing, emission, score, playing area, procedure, game part, game piece, container, age, ability, name, manner of play, level, idea, inspiration, design, art, music, topic, subject, category, sub-set, location, noun, verb, adjective, adverb, emotion, sentence, phrase, language form, animal, vegetable, mineral, symbol, mythological, concept, free-form, geometric, abstract, representation, numeric, alphabetic, gift, choice, guess, code, proclamation, title, sound, light, movement, description, time, repetition, sequence, pattern, association, description, randomness, mark, picture, word, literature, customization, order of players, how to proceed, turn, round, chance, specification, same, different, switch, story, sensory, signal, beginning, end, interval, activation, remainder, amount, storing, emitting, action, rhythm, improvisation, movement, language, body, instrument, digital, mechanical, pre-stored, prepared, selected, altered, improvised, studied, rehearsed, existing, generated, created, signaled, planned, transmit, recording, emitting, translating, storing, interpreting, housing, featuring, supporting, functioning, reflecting, texture, vibration, electronic, device, mechanism, individual, collective, team, group, tumble, throw, spin, roll, draw, shake, slide, push, lift, pointing, use, style, emission device, clapping, stomping, rolling, offering, favorite, complexity, simplicity, separation, scoring, coordination, fun, fellowship, finishing, conducting, choreograph, perform, positioning, participation, change, building, and application.
 11. A game apparatus and method for creating design combinations, comprising: a) a plurality of game pieces acting as constituents for the creation of designs, at least one of said plurality of game pieces being of free-form shape, said game pieces being primarily usable with each other independent of substantially conforming backing board and interfitting elements; and b) means for positioning a plurality of game pieces; and c) means for indicating associated information; and d) means for containing at least one of said game pieces and associated information; e) means for using game pieces and associated information; whereby said game apparatus and method offers a creative approach to producing designs with shapes for game use.
 12. The game apparatus and method in accordance with claim 11, wherein at least one of said plurality of game pieces comprises at least one of the group: free-form, shape, form, amorphous, abstract, representational, organic, biomorphic, conceptual, virtual, irregular, regular, natural, figurative, partially conventional, unconventional, symmetric, asymmetric, multi-sided, natural, man-made, composite, geometric, letter, number, code, and symbol.
 13. The game apparatus and method in accordance with claim 11, wherein said means for positioning a plurality of said game pieces acting as constituents for the creation of designs, at least one of said plurality of game pieces comprises of free-form shape, said game pieces being primarily usable with each other independent of substantially conforming backing board and intermitting elements is at least one of the group: relatively adjacent, relatively distant, relatively stacked, relatively overlapping, touching, independent, nominally intermitting, involving playing area, extending, moving, placing, and static.
 14. The game apparatus and method in accordance with claim 11, wherein said means for indicating said associated information is indicated by at least one indicator.
 15. The game apparatus and method in accordance with claim 11, wherein said means for containing at least one of said game pieces and associated information comprises at least one of said group: separate, attached, combined, divided, moveable, stationary, digital, instrumental, mechanical, magnetic, containing, holding, throwing, choosing, storing, housing, relating, revealing, emitting, and transmitting.
 16. The game apparatus and method in accordance with claim 11, wherein said means for using said game pieces and said associated information defined by manner of play, said manner of play comprises at least one of the group: diversified ages; diversified abilities; diversified approaches; specified age; specified ability; specified approach; creative; artistic; music-oriented; puzzle; recreational; educational; therapeutic; stage-oriented; level-oriented; family-oriented; age-appropriate; selective; thematic; turn indicated; timing indicated; scoring indicated; hierarchical; sequential; matching; choice; according to players, direction, playing order, number of players, teams; procedure indicated; having emission; introductory; junior; standard; intermediate; advanced; professional; numerical; alphabetical; identifying; performing; positioning; sharing; rotating; pre-determined; improvisational; exchangeable; variable; and customize-able.
 17. A game apparatus and method for creating design combinations comprising: a plurality of game pieces acting as constituents for the creation of designs, at least one of said plurality of game pieces being of free-form shape, said game pieces being primarily usable with each other independent of substantially conforming backing board and interfitting elements; and means for positioning a plurality of said game pieces acting as constituents for the creation of designs, at least one of said plurality of game pieces being of free-form shape, said game pieces being primarily usable independent of a substantially conforming backing board and intermitting elements for structural support is at least one of the group: relatively adjacent, relatively distant, relatively stacked, relatively overlapping, touching, independent, intermitting, involving playing area, extending, moving, placing, and static; and means for indicating said associated information is indicated by at least one mark; and means for containing at least one of said game pieces and associated information comprises at least one of said group: separate, attached, combined, divided, moveable, stationary, digital, instrumental, mechanical, magnetic, containing, holding, throwing, choosing, storing, housing, emitting, and transmitting; and means for using said game pieces and said associated information defined by manners of play, manners of play being at least one of the group: diversified ages; diversified abilities; diversified approaches; specified age; specified ability; specified approach; creative; artistic; music-oriented; puzzle; recreational; educational; therapeutic; stage-oriented; level-oriented; family-oriented; age-appropriate; selective; thematic; turn indicated; timing indicated; scoring indicated; hierarchical; sequential; matching; choice; according to players, direction, playing order, number of players, teams; procedure indicated; having emission; introductory; junior; standard; intermediate; advanced; professional; numerical; alphabetical; identifying; performing; positioning; sharing; rotating; pre-determined; improvisational; exchangeable; variable; and customize-able. whereby said game apparatus and method offers a creative approach to producing designs with shapes for game use.
 18. The game apparatus and method for creating design combinations as recited in claim 17, further comprising: associated information, said associated information being at least one of the group: theme, level, manner of play, idea, inspiration, design, art, music, topic, subject, category, sub-set, location, container, noun, verb, adjective, adverb, emotion, sentence, phrase, language form, animal, vegetable, mineral, symbolic, mythological, concept, gift, choice, guess, proclamation, title, sound, movement, descriptive, turn, time, repetition, sequence, pattern, association, description, randomness, mark, pictures, words, and customizing, order of players, how to proceed, turns, rounds, chance, specification, spin, same, different, sensory, signal, beginning, end, interval, activation, remainder, amount, storing, emitting, emission, intangible, put forth, action, rhythm, improvisation, movement, language, sound, light, title, body parts, instrument, digital, and mechanical, representation, pre-stored, prepared, selected, altered, improvised, studied, rehearsed, existing, generated, created, signaled, planned, transmit, recording, emitting, translating, storing, and interpreting, housing, featuring, and functioning, reflecting, texture, vibrate, digitizing, electronic, device, and moving mechanism, individual, collective, team, group, tumbling, throwing, spinning, rolling, and turning, use, style, emission device, clapping, stomping, rolling, offering, favorite, complexity, simplicity, separation, scoring, coordination, fun, fellowship, finishing, conducting, choreograph, perform, positioning, participation, and change, building, and application.
 19. The game apparatus and method for creating design combinations as recited in claim 17, further comprising: a mark being at least one of said group: one-dimensional, two dimensional, three-dimensional, four-dimensional, alphabet, word, symbol, design, picture, number, sound, light, texture, odor, taste, position, code, edge, surface, line, shape, rhythm, music, vibration, movement, and signal.
 20. A game apparatus and method for creating design combinations with an emission, comprising: a) a plurality of corresponding game parts; at least one of said corresponding game part having an emission-related feature, said corresponding game part comprising at least one of the group: corresponding game part, associated information, emission indicator, and emission container; and b) means of using said corresponding game part and emission-related feature via manner of play; whereby said game apparatus and method offers a creative approach to producing creative results. 